Text of Musket and Pike Users Manual - Scenario Design Center
Musket and Pike Users Manual1
Musket and Pike
Introduction Musket and Pike is a series of games that cover the
battles and campaigns associated with the era where muskets and
pikes dominated the fighting. Each game can be played alone versus
the computer, or against a human opponent usin Play-By-E-Mail and
Network Play (over a Local Area Network or the Internet). Each game
is turn-based with each side moving and firing in their designated
phase. A series of battles can be played in turn forming a complete
campaign of the war.
g
The documentation for Musket and Pike is divided up into several
parts:
• The Getting Started Help File covering the basics of play. • This
User Manual covering the general game. • The Main Program Help File
covering issues specific to the main game
engine. • The Scenario Editor Help File covering issues specific to
the scenario
editor. • The Campaign Editor Help File covering issues specific to
the campaign
editor. All documentation other than the Getting Started Help File
exists in two forms. The on-line version, a Windows Help file, is
indexed and has links between related topics. The printable version
is in the form of a Microsoft Word™ Doc file. This file is best
printed using a current version of Microsoft Word rather than
Wordpad. The Getting Started Help File can be printed directly from
Windows Help. A note on terminology: Throughout the game the terms
Side A and Side B are used in reference to the two sides in each
battle.
Quick Overview This section provides a quick overview to playing
the game and the functions of the main program. For more
information, see the various sections on the Phases, Menus,
Dialogs, and Other Features
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found in the help Contents. Sides A Musket and Pike Battle is
played by two sides. A battle may be played by one person against
the computer, or by two persons using a variety of modes such as
Two-Player Hot Seat, Play-By-E-Mail (PBEM), or Network Play . See
the Modes Menu in the Main Program Help File for more information
on these modes. Hexes Each battle is played on a map made up of
hexagons (hexes). Each hex measures 100 meters across. Elevations
are given in either feet or meters, depending on the game in the
series being played. Each hex contains terrain which affects
movement and combat in that hex. See the Hex Info Area in the Main
Program Help File for more information on terrain and its effects.
Turns Each battle is conducted in turns each of which typically
represents 15 minutes of real time, although this may vary by
scenario and may be 10 minutes depending on the game in the series
being played. Each player has a number of units under their
control, some of which are on the map at the beginning of the
battle, while others arrive as Reinforcements. See the Units Menu
in the Main Program Help File for more information. Units
Typically, each unit is a battalion of Infantry, a battalion of
Cavalry, or a battery of Artillery. Each Infantry and Cavalry unit
has a strength value in increments of single men, while each
Artillery unit has a strength value in number of guns. In addition
there are specialized units such as Leaders and Supply Wagons.
Infantry and Artillery units are capable of firing on enemy units
and each has a range value indicating the number of hexes that unit
may fire. See the Hex Info Area in the Main Program Help File for
more information on these values. Turns vs. Phases Each battle can
be fought in one of two modes. In the default Turn-based mode, each
player moves, fires, and melees using units under his control in
his turn. There are only a few restrictions on this:
• After firing, a unit cannot move for the remainder of the turn,
but may melee in that turn.
• After meleeing, a unit cannot move or fire for the remainder of
the turn. The purpose of these restrictions is to help ensure that
the resulting battles are fought in a manner similar to historical
battles and with less flexibility that would be found in more
modern combat. As each player performs actions in their turn,
Defensive Fire is possible by the opposing side under the control
of the computer. In the Phase-based mode, invoked using the Manual
Defensive Fire Optional Rule, each turn is played as described in
the next section.
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Phases Under the Manual Defensive Fire Option, each turn of the
battle is divided into Phases. A Phase will be under the control of
one side or the other. A complete turn is made up of a total of 8
phases. Thus the phases will be:
• Side A Movement Phase
• Side B Defensive Phase
• Side A Melee Phase
• Side B Movement Phase
• Side A Defensive Phase
• Side B Melee Phase
At the beginning of each Phase (under Local Control) the Phase
Dialog is displayed (see the Main Program Help File). In each phase
only certain actions are possible. Movement is restricted to the
Movement Phase and firing is restricted to the Fire Phases,
Defensive and Offensive. The Melee Phase allows hexes containing
enemy units to be assaulted and possibly captured. See Movement,
Defensive Fire, Offensive Fire , Cavalry Charges, and Meleeing for
more information. Selecting Units Most actions require that units
first be selected. Clicking on a hex on the map with the left mouse
button causes that hex to become the current Hot Spot. The units in
the current Hot Spot are displayed in the Hex Info area (see the
Main Program Help File). These units may be selected by clicking on
their pictures in the Hex Info Area with the left mouse button.
Alternatively, all units in a hex may be selected by double
clicking on the hex with the left mouse button. Once selected,
units may be moved in the Movement Phase by right clicking on the
adjacent hex to move to. Selected units may fire in a Fire Phase by
right clicking on the target hex. End Of Game As each player
finishes their turn or phase, they advance the battle to the next
turn or phase by using the Next Turn or Next Phase function of the
Turn/Phase Menu (see the Main Program Help File). This continues
until the time limit specified in the scenario at which point the
win, lose, or draw outcome of the battle is determined. Winning and
losing are determined by a calculation based on the ownership of
certain Objective hexes and the relative losses of the two sides.
See the Victory selection of the Info Menu (in the Main Program
Help File) for more information on victory conditions.
Unit Types
Musket and Pike
This section describes many of the various unit types that are in
the game. Understanding the various unit types, their abilities and
their restrictions, is key to successfully mastering the tactics.
Further detail on these unit types can be found in the succeeding
sections of this manual.
Leaders Leaders represent individuals that command the various
forces. Leaders are used to improve the effectiveness of the forces
under their command and to support other commanders subordinate to
them. In general, the presence of commanders improves the Morale of
units and thus increases their fighting abilities.
Infantry Units Infantry units have a strength measured in number of
men. They have a Quality value which affects their effectiveness in
combat. While some Infantry are capable of ranged fire, other
troops only have weapons which increase their effectiveness in
melee.
Cavalry Units Cavalry units have a strength measured in number of
men. Depending on their weapon, they may be able to fire on enemy
units while mounted. In addition, Dragoons can dismount and use
their weapons while on foot. Most cavalry can effectively attack
enemy units using melee attacks, especially cavalry charges,
although dragoons and irregular cavalry are primarily used to
screen and scout.
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Artillery Units Artillery units have a strength measured in number
of guns. They can be either Limbered or Unlimbered. When Limbered,
they can move but cannot fire. When Unlimbered, they can fire, but
not move other than to change their facing.
Skirmisher Units Skirmisher units represent detachments of Light
infantry from a main Infantry unit. Skirmishers are often used to
shield a main position against an enemy attack or to hold
obstructed terrain.
Squadron/Platoon Units Squadron and Platoon units represent
detachments from a main Cavalry unit. They can be used for scouting
or to block enemy movement.
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Musket and Pike
Supply Wagons Supply Wagons are used to resupply Infantry units
that become Low or Out of Supply. For each unit of strength, they
can resupply 10 men. They have no ability to attack the enemy but
they can be captured by the enemy.
Unit Formations This section describes the various formations that
units may have. Each formation has a purpose strengths and
weaknesses in the game. Further detail on these formations and
rules that apply to them can be found in subsequent sections in
this manual. In each instance below, the icon and description you
see in the Unit Picture when a unit is in the corresponding
formation is shown.
and
Line Formation
Line formation can be used by Infantry and Dragoon Cavalry units.
It has increased firepower over other formations and is less
vulnerable to enemy fire. It is a good defensive formation, but is
vulnerable to enemy Cavalry charges.
Column Formation Column formation can be used by Infantry units. It
has increased mobility over other formations, but has less
firepower than Line formation. It is a good offensive formation,
but also is vulnerable to enemy Cavalry charges. Column formation
is also the only formation that Supply Wagons can have.
Block Formation Block formation is the best defensive formation
against cavalry charges, but has poor mobility. It is also the only
attack formation available to pikemen.
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Mounted Formation Mounted formation is the standard formation for
Cavalry. The formation has good mobility and can be used to conduct
Cavalry charges. Dragoon Cavalry can dismount and change into Line
formation.
Limbered Formation Limbered formation is used by Artillery units
and represents Artillery ready to be moved. While this is the
formation you must use to move Artillery, it cannot fire in this
formation.
Unlimbered Formation Unlimbered formation is used by Artillery
units and represents Artillery ready to fire. While in this
formation, Artillery units cannot move, but may only change
Facing.
Skirmish Formation Skirmish formation is used exclusively by
Skirmisher units. In this formation, Skirmishers can move and fire
in any direction.
Shortened Line Formation Shortened Line formation is the name in
this game given to Infantry and Artillery units in Line formation
that have sufficient strength to go into Extended Line
Formation.
Extended Line Formation Extended Line formation is used by large
Infantry or Artillery units to extend their formation over more
than one hex. When a unit is in Extended Line formation, it will
consist of two counters in adjacent hexes.
Unit Values Units can have special values and attributes which
determine which functions they can perform or how they are rated in
the game.
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Armor Value The Armor value is a rating given to a unit to
represent any body armor the men of that unit normally wear. It is
used to determine the lethality of fire against that unit and to
modify melee losses of that unit.
Melee Value The Melee value is used to determine how effective the
unit will be in melee combat.
Victory Value The Victory value determines how many victory points
are associated with losses of that unit in determining the win/lose
outcome of the battle.
Can Block Signifies that the unit can change into Block
formation.
No Line Signifies that the unit can not change into Line
formation.
Assault Pen Signifies that this unit will only have half
effectiveness when meleeing into hexes that contain Trenches or out
of hexes that contain Abatis.
Special Units In addition to the standard unit types of Infantry,
Artillery, and Cavalry, there are special unit types that apply.
These special types have special or restrictive rules that apply to
them that are described in detail in subsequent sections of this
manual.
n only had a single company of Light Infantry, certain Infantry
battalions
Light Infantry While a normal Infantry battalio
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Musket and Pike Users Manual
consisted entirely of Light Infantry. These battalions can deploy
entirely into Skirmisher units.
Guard Infantry Guard units are usually the best units and generally
have a higher Quality rating than other units. Like Light Infantry,
a Guard unit can deploy entirely into Skirmisher units.
Restricted Infantry Restricted infantry are close order melee
infantry which are unable to deploy Skirmishers.
Heavy Cavalry Heavy Cavalry units have increased ability in
Melees.
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Musket and Pike
Irregular Cavalry Irregular Cavalry represents a type of untrained
cavalry that does not have an increased effectiveness against
formed units during a Cavalry Charge.
Dragoons Dragoons are a type of cavalry that are able to dismount
and fight on foot. They often represent a type of mounted infantry
rather than cavalry proper and so may not be very good at charging
or meleeing.
Horse Artillery Horse Artillery refers to Artillery units which
have sufficient horses to carry not only the guns but the crews
manning the guns. This is in contrast to Foot Artillery, the normal
Artillery type, where the crews must march on foot when the unit
moves. Horse Artillery units can fire after moving, unlike normal
Foot Artillery. Horse Artillery is also used in the game to
represent ultra light guns.
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Pioneer Units Pioneer units represent units capable of engineering
functions. They can be used to repair bridges (see Movement).
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Movement
Movement involves moving units under the control of the current
player as well as performing c functions such as changing facing
and some changes of formation (see the Command Menu in the Main
Program Help File). No combat occurs during the Movement
Phase.
Each unit is allocated a certain movement allowance at the
beginning of the player turn. Each unit may use some, all, or none
of its movement allowance during that turn. Unused movement
allowance points are not accumulated. Note that depending on the
scenario, certain units may be Fixed which prevents them from being
moved.
ertain
How To Move Units must be selected before they are moved. Once
selected, units may be moved to an adjacent hex by clicking on that
hex with the right mouse button. Alternatively, it is possible to
move the selected units to a nonadjacent hex by clicking the
starting hex with the left mouse button, dragging the mouse to the
ending hex while holding the mouse button down, and then releasing
the mouse button. This will cause the computer to calculate a
minimum-distance path from the starting hex to the ending hex and
automatically move the selected units according to that path. Note
that not all moves are possible depending on the terrain and
movement allowance of the selected units. Movement costs vary
depending on the terrain being moved into and any hexsides being
crossed. In general it is not possible to cross a Creek hexside
except at a Ford or Bridge.
Formation Infantry units may move while either in Line, Column, or
Block formation although movement is more efficient in Column. The
formation of Infantry units may be changed using the Change
Formation function of the Command Menu. Artillery units must be
Limbered in order to move. Non-Horse Artillery cannot fire in the
same turn that it unlimbers or changes facing. Formation changes
are performed using the Change Formation function of the Command
Menu. Non-Dragoon Cavalry and Leaders are always Mounted.
Obstructed Terrain and Hexsides
Musket and Pike Users Manual
Any terrain other than Clear, Building, or Field is considered
Obstructed. Likewise, the hexsides Hedge, Stone Wall, Embankment,
Stream, Gate, and Fort are considered Obstructed hexsides. Infantry
units in Line formation that enter Obstructed terrain or cross an
Obstructed hexside become Disordered. Likewise, Cavalry units not
using Road Movement that enter Obstructed terrain or cross an
Obstructed hexside become Disordered.
Disordered Movement When a unit is Disordered, it has a reduced
movement allowance. Normally this will be 2/3 of the normal
movement allowance, but the actual value is determined by Parameter
Data.
Road Movement Depending on the scenario, there will be roads,
paths, and main roads on the battlefield. These facilitate movement
under certain circumstances. In order to take advantage of Road
Movement, the unit moving must be in Column formation (for
Infantry), Limbered (for Artillery), mounted Cavalry, or Leaders.
In addition, no more than one non-Leader unit may move through the
hex containing the road, path, or main road at one time.
Abatis A hex may contain Abatis. A unit moving into a hex
containing Abatis automatically becomes Disordered unless it is
using Road Movement. In addition, the unit pays a movement penalty
and may suffer a fire modifier when fired upon depending on the
value of the Parameter Data.
Trenches Trenches may be placed in a scenario using the Scenario
Editor. A unit moving into a Trench hex from a non-Trench hex
automatically becomes Disordered unless it is using Road Movement.
A unit pays a movement cost to enter a Trench hex, determined by
Parameter Data. While in a Trench hex, a unit receives a fire
modifier when fired upon determined by Parameter Data.
Bridges Normally movement into Water hexes is prohibited. However,
depending on the scenario, Bridges may be present that allow Water
hexes to be crossed. In order to move onto a Bridge, the unit must
be in Column formation (Limbered for Artillery) and no more than
one non-Leader
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The Basics
unit may attempt to enter or leave the Bridge hex at one time. For
a unit to cross a bridge that has been damaged, the bridge must
have a minimum strength value. This minimum strength value depends
on the type of unit trying to cross according to the
following:
• For leaders and infantry units, the bridge must have a minimum
strength of 50.
• For cavalry units, the bridge must have a minimum strength of
100. • For artillery and supply wagons, the bridge must have a
minimum
strength of 150.
Has Boats It is possible in some scenarios for units to be flagged
as Has Boats. When this occurs, the movement value of the unit is
followed with the letter B. When a unit has boats, then it can move
into a water hex at a cost of 8 movement points. Leaders without
the Has Boats feature can still move into water hexes if they move
with units that have boats and do not leave those
units while crossing the water hexes.
Column Movement It is possible to move several units at a single
time using Column Movement. The units to be moved should all belong
to the same organization and should be lined up in one hex after
another, or in the same hex as they would be when first placed as
reinforcements. You should double click on the head of the column
to select all units in that hex. Then either
• Drag and release while holding down the left mouse button and the
Alt key, or
• Right click in an adjacent hex, while holding down the Alt key.
This will move the first unit in the column towards the destination
hex while moving each unit in turn along the same path. Note that
Column Movement is applied to units based on their organization and
that the organization is determined by the top unit of those
selected. For example, if the a unit from a particular Brigade is
selected at the head of the column, then Column Movement will move
all other units of the Brigade in the same hex or in hexes leading
from that hex. Likewise, if a higher level leader is the top unit
selected, the Column Movement will move all units from the leader's
organization starting from the first hex. In this way it is
possible to easily bring larger organizations on the map as
reinforcements and march them into battle with a small
effort.
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Musket and Pike Users Manual
Night Turns Units which attempt to move in Line formation during
Night turns automatically become Disordered.
Fixed Units Certain units may start a scenario as Fixed. Fixed
units may fire and may change formation, may not move until they
are Released. This can occur in one of several ways:
• Units that are fired upon, or meleed against, are automatically
Released.
• Depending on the scenario, there may be Releases of Fixed units
built into the
scenario which will release the units at specified times. •
Alternatively, there may be Releases in a scenario that are flagged
as
causing the specified units to become Fixed. • If a Fixed unit is
spotted by an enemy unit that is 5 hexes away or
closer, then it automatically becomes Released.
Skirmishers Skirmisher units are small detachments you deploy from
larger Infantry units. Skirmisher units have no facing and can move
and fire in any direction. In general, an Infantry unit can deploy
only a single Skirmisher unit, representing the Light company of
the battalion. However, units designed as Light or Guard can deploy
their entire unit into Skirmisher units. Skirmisher units can only
be deployed or recalled in the Movement Phase. An Infantry unit
must be designated as Can Deploy (or be a Light or Guard unit) to
be eligible to deploy a Skirmisher unit. To deploy a Skirmisher
unit, select the main Infantry unit and select the Change
Skirmisher/Squadron command from the Command Menu. Before a
Skirmisher unit
can be recalled, it must be stacked in the same hex as its parent
Infantry unit. To recall the Skirmisher unit, select it and choose
the Change Skirmisher/Squadron command from the Command Menu. Other
restrictions apply to Skirmisher units and their deployment or
recall:
• A Disordered or Routed unit cannot deploy or recall Skirmishers.
• Militia units cannot deploy Skirmishers.
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• Units which are designated as being Restricted cannot deploy
Skirmishers.
• Non-Light units which are below the strength required to form a
Skirmisher unit with at least 25 men cannot deploy
Skirmishers.
Bridge Repair Pioneer units can be used to repair bridges. When
repairing a bridge, the Pioneer unit is shown as Repairing. The
Repairing state of a Pioneer unit can be toggled using the Toggle
Bridge Repairing option of the Command Menu. To perform repair
functions, a Pioneer unit cannot be Disordered or Routed. At the
beginning of each turn, a Pioneer unit restores 1
strength point to the bridge for each 25 men in the unit (A Pioneer
unit with less than 25 men cannot repair a bridge). A Pioneer unit
cannot repair a bridge so that its strength is above 200. A Pioneer
unit that is repairing a bridge cannot recover Fatigue. To repair a
bridge, the Pioneer unit must be facing so that the Bridge hex is
forward of the unit, either to the left or right as indicated in
this graphic. The Bridge hex being repaired cannot be occupied by
the enemy, but can be occupied by friendly forces. Threat Values
Any attempt to change formation, by any non-Artillery unit, may
fail based on a certain chance computed at the time the change is
attempted. The probability depends on several factors, one of which
is the Threat Value. The Threat Value is a value determined by the
presence of enemy forces. The Threat Value is the sum of all
individual Threat Values determined by enemy forces within a
certain range of the unit attempting the formation change. The
Threat Value exerted by an individual unit is base on the unit type
as follows:
• The Threat Value exerted by an Infantry unit of strength S is (2
* S) / 100 at distance of 1 hex and S / 100 at a distance of 2
hexes.
• The Threat Value exerted by an Artillery unit of Strength S is 2
* S at distances up to 2 hexes and S at distances up to 4
hexes.
• The Threat Value exerted by a Cavalry unit of strength S is (3 *
S) / 100 at distances up to 2 hexes, (2 * S) / 100 at distances up
to 4 hexes, and S / 100 at distances up to 6 hexes.
Routed and Disordered units do not exert a Threat Value. Units only
exert a Threat Value in hexes they are Facing.
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Musket and Pike Users Manual
The total Threat Value on a given hex can be found by
right-clicking in the Hex Info Area. The Threat Value is the second
value in the center of the Terrain box (the first being the total
stacking value in the hex). In the example displayed here, the
Threat Value in the current hex is 6.
When a non-Artillery unit attempts to change formation, then the
Threat Value in its hex is used to determine whether the change
succeeds. If the change fails, then the unit becomes Disordered, or
if the unit is already Disordered, the unit becomes Routed. Given a
unit with Morale Value of M and a Threat Value in its hex of T,
then the probability that a
formation change will succeed is given by: 20 * M / (20 * M +
T)
When this probability is not 100%, then its value is displayed in
the Unit Box area when you right click on the Unit Picture. In this
example, the unit has a probability of a successful formation
change under the current conditions of 94%. See the section on
Morale for a discussion of Morale Values.
Zone-of-Control The two facing hexes in front of a unit as shown in
the illustration are called its Zone-of-Control. However, Leaders,
Skirmishers, Routed units, Limbered Artillery, Uncrewed Artillery,
and Supply Wagons do not have a Zone-of-Control. When a unit enters
the Zone-of-Control of an enemy unit, it cannot move anymore in
that Movement Phase or Turn. Under normal rules, a unit cannot
retreat through an enemy
Zone-of-Control.
Artillery Setup Certain artillery units require setup after they
have moved before they are ready to fire. When such an artillery
unit unlimbers, then it will be flagged as “SETTING UP”. On
subsequent turns, there is a chance that the unit will become setup
and thus eligible to fire that turn. For most units, there is a
33%
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The Basics
chance it will become setup the first turn following unlimbering.
This chance increases to 66% in the second turn and 100% on the
third turn. For artillery units with quality A, the first turn
chance is 66%.
Artillery Capture It is possible to capture enemy artillery, either
as a result of melee or by overrunning the artillery with charging
cavalry. While the captured artillery is stacked in the same hex
with a unit of the opposing side, it can be turned and fired. Fire
in this case is automatically halved and the battery cannot be
moved to another hex. If the artillery unit is abandoned, then the
owning side can recrew the battery and use it normally. Captured
artillery units count full value towards victory conditions.
Optional Line Movement Restriction This is an Optional Rule that
causes infantry units that move in Line formation to have a chance
of becoming Disordered. The base probability for this is determined
by the Line Movement Disorder Parameter Data value for the nation
of the unit moving. This probability is modified by the
following:
• If the unit is Quality A, then 10% is subtracted from the
probability. • If the unit is Quality B, then 5% is subtracted from
the probability. • If the unit is Quality D, then 10% is added to
the probability. • If the unit is Quality E, then 20% is added to
the probability. • If the unit is Quality F, then 30% is added to
the probability.
Cavalry Charges Cavalry Charges are an effective way to advance
your cavalry prior to attacking with them in melee. There are
several restrictions on the of Cavalry Charges and the proper use
of Cavalry in this way depends on sever
use
al factors.
How To Conduct A Cavalry Charge If you choose to charge with your
Cavalry, then start by selecting the Cavalry and any Leaders you
wish to include in the charge. Using the Change to Charging option
of the Command Menu or the corresponding button in the Toolbar .
After that, move the units as you would normally, but within the
restrictions given below. Your goal is to bring the units adjacent
to an enemy position so that you have the ability to Melee against
this position.
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The following rules apply to the Cavalry Charge Phase.
• Only un-Disordered and un-Routed Mounted Cavalry units, and
Leaders in the same hex as such Cavalry, can perform a Cavalry
Charge.
• Charging Cavalry and accompanying Leaders can move up to their
full movement allowance during a Cavalry Charge.
• Charging units must move in the direction of their facing and no
changes of facing are allowed during a Cavalry Charge.
• Units which cannot otherwise move, such as Fixed units, cannot
charge.
• Cavalry which becomes Disordered during their movement can
continue charging.
• During a charge, Cavalry can possibly overrun enemy Skirmishers
in Clear and Field hexes (see details below). They can also overrun
enemy Leaders and Supply Wagons in hexes by themselves.
• At the end of the player’s turn, Cavalry units which moved using
the Cavalry Charge are automatically Disordered.
• Under the right conditions, Cavalry units which perform a charge
are given triple strength value, by default, when melee attacking
in the same turn (see Meleeing for details).
Cavalry Overruns During a charge, Cavalry can possibly overrun
Clear and Field hexes containing only enemy Skirmishers or uncrewed
Artillery. When this is attempted, there is a chance that the enemy
units will be eliminated. When the attempt fails, the Cavalry units
are prevented from further movement in that turn (although they can
melee attack in the same turn). Cavalry will overrun defending
Skirmishers whenever their strength is equal to or greater than the
strength of the Skirmishers. An overrun can not occur if there is
an Obstructed hexside between the Cavalry and the Skirmishers (see
the Movement Phase for a discussion of Obstructed terrain). Enemy
leaders in hexes by themselves are automatically overrun and
considered captured. Enemy Supply Wagons by themselves are
automatically overrun. They become captured but lose half their
strength.
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The Basics
Uncrewed Artillery Unlimbered Artillery by itself is automatically
overrun and becomes Uncrewed. In this state, the crew of the
Artillery unit is considered to have taken shelter, either under
their guns or with friendly forces. While the Artillery un
Uncrewed, it cannot be moved or fired. If at some later time,
Infantry on the same side as the Artillery unit return to this hex,
then the crew
is considered to have returned to their guns and the Artillery unit
can be use again.
it is
d
Note that charging Cavalry has two options when encountering
unlimbered enemy Artillery by itself. It can choose to overrun the
unit, thus rendering it Uncrewed, or it can choose to stop and
melee attack the Artillery unit in the same turn. If it wins this
melee, then the enemy Artillery unit is eliminated.
Defensive Fire
Defensive Fire occurs either during the Defensive Fire Phase or
when using Turns, under the control of the computer. This fire
gives the player a chance to fire on the enemy before being fired
upon and being engaged in melee. It therefore represents the
ability of the defender to have "first
fire". No movement is possible during a Fire phase. Defensive Fire
is subject to the normal restrictions of firing including facing.
However, it is possible for units with Low Ammo to fire Defensive
Fire.
How To Fire To fire on the enemy, first Select the firing units. As
a convenience, you may include Leaders in this selection although
they have no effect on fire. Then you right-click on the target hex
while holding down the Ctrl (Control) key. Alternatively, you may
switch to Fire Mode by using a toolbar button, in which case you
simply right-click on the target hex. If there is more than one
possible target in the target hex, you will be prompted with the
Target Dialog to select your target. Firing effectiveness depends
on the Weapon Type of the firing unit, the range from the firing
unit to the target hex, the Fatigue of the firing unit, and the
Quality of the firing unit.
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Musket and Pike Users Manual
Facing Restrictions A unit must be facing the target unit before it
can fire. A unit faces one of 6 hex vertices represented by the
facings "Up-Right", "Right", "Down-Right", "Down-Left", "Left", and
"Up- Left". For each facing there are two frontal hexsides which
are adjacent to the hex vertex. The target unit must be within the
area determined by these two hexsides. For example, for a unit
facing Right, the unshaded region in this picture indicates those
hexes the unit is facing. Skirmisher units can fire in any
direction.
Formation Restrictions Normally any unit in a hex can fire.
However, based on the stacking order within the hex, Infantry in
Line formation can prevent the fire of units stacked with it. When
a unit occurs after a Line Infantry unit in a hex (that is,
displayed below or to the right of the Line Infantry unit in the
Hex Info Area), then it cannot fire.
Range and Line of Sight Limitations A target unit must be within
range before it can be fired upon. If you right click on a unit's
picture in the Unit List display, it will show you the range of
that unit. In addition, unless the firing unit is capable of
Indirect Fire (see below), the target unit must be within the Line
of Sight of the firing unit. The Visible Hexes option of the
Display menu can be used to determine the hexes that are visible
from the current Hot Spot.
Indirect Fire When you right click on a unit in the HexInfo Area,
you may see the notation (I) following the unit’s range. This
indicates that the unit is capable of Indirect Fire. A unit capable
of indirect fire can fire on any hex within its range that it is
facing regardless of line-of-sight limitations. However, when an
attempt is made to fire on a hex using Indirect Fire, the
target
hex may scatter as much as 2 hexes away from the intended
location.
Hard and Soft Fire Values
22
The Basics
Each weapon is rated according to hard and soft fire values at
various ranges. When the weapon is used to fire against targets
without Armor, then the soft fire value is used. When the weapon is
used to fire against targets with Armor, or against bridges, then
the hard fire value is used.
Firing Fire Modifiers The following modifiers are applied to the
firing unit.
• A unit has 20% is added to its fire value if it has a Quality of
A or higher, and 20% is subtracted from its fire value if it has a
Quality of E or lower.
• Disordered units fire at half effectiveness. • Fire from Infantry
in Column formation is scaled by the Column Fire
Modifier Parameter Data value for that nationality. • 2-Rank
Infantry units in normal Line or Extended Line formation fire
at
50% increased effectiveness. • 2-Rank Infantry units in Shortened
Line Formation fire at 75%
effectiveness. • Skirmisher units fire at 75% effectiveness. •
Artillery fire values are based on the number of guns times 50
in
addition to the normal fire value modifiers. • Fatigue modifiers
apply as described in the section on Fatigue.
Target Fire Modifiers The following modifiers are applied to the
target of ranged fire.
• Target units which have not moved during their turn get a
defensive benefit from certain hexsides. The actual benefit is
determined by Parameter Data and can be found by using the
Parameter Data option of the Help menu .
• Target units may get a defensive benefit from the terrain of the
hex they are in. The benefit is shown in the Terrain Info box of
the Unit List. However, only Skirmisher units get a defensive
benefit from Building or Rough terrain.
• The target unit receives a defensive benefit when it is at a
higher elevation than the firing unit. This benefit is normal for a
single elevation change and is doubled for any elevation change of
2 increments or more. The actual value of this benefit can be found
in the Parameter Data .
• An unit in Line formation that is fired upon by a firing unit
that it is not facing, is subject to an Enfilade fire modifier. The
value of this modifier is in the Parameter Data.
• Fire values against Supply Wagons are doubled.
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Musket and Pike Users Manual
• Artillery fire against Infantry in Column or Block formation is
increased by 50%. Infantry fire against Infantry in Column or Block
formation is increased by 25%.
• Fire against a Cavalry unit may be modified by the Cavalry Fire
Modifier Parameter Data value. The modifier is applied normally to
fire at ranges of 6 hexes or less. At ranges of 7 to 12 hexes, half
of the modifier is applied. The modifier is not applied at ranges
of 13 hexes or more.
• Fire against Limbered Artillery is increased 50%. • When the
target unit is a Skirmisher unit and the total stacking in
the
hex does not exceed 1/8 maximum stacking, then the fire value is
25% of normal.
• When the stacking in the target hex exceeds 1200 men or
equivalent and the Target Density Modifier Optional Rule is in
effect, then the fire value is modified by X/1200 where X
represents the stacking value in the target hex.
Skirmisher Modifier Normally units in one hex block Line of Sight
and thus it is not possible to fire through one hex of units to
reach another behind it. However, when a hex only contains
Skirmishers (or Leaders) then it is possible to fire through that
hex and hit another hex of units behind it. When this is done, 20%
is subtracted from the fire value representing the reduced
visibility caused by the Skirmishers and their fire. Note that
depending on the terrain elevations, it may be possible to fire
over other units regardless of whether they are Skirmishers or
other units. This occurs when the intermediate units are at a lower
elevation than the Line of Sight between the firing and target
units. In this case, no modifier applies.
Fire Casualties Fire casualties are calculated using the standard
Combat Results based on the effective fire value of the firing unit
with a Low Combat Value of 4 and a High Combat Value of 20. Fire
results against an artillery target are calculated using the
Artillery Fire Parameter Data value. This value is used to convert
the nominal fire result in terms of men into a fire result in terms
of gun. For example, given an Artillery Fire value of 50, if the
fire result against a battery is 5 men, then 10% of the time, this
will be converted into a loss of 1 gun and 90% of the time, it will
be converted into a loss of 0 guns. Example: Suppose an Infantry
Unit of 340 men equipped with Muskets fires at an enemy infantry
unit 1 hex away. The standard range effectiveness of a Musket at
range 1 is 6. Thus the standard fire value for the unit would be
2040
24
The Basics
(=340 x 6). The low end combat result would be 8.16 (= 4 * 2040 /
1000) and the high end combat result would be 40.8 (= 20 * 2040 /
1000). The actual combat result would be randomly determined
between these two extremes. Randomly based on the fractional part
of the actual combat result, the combat result is truncated up or
down. This if the actual combat result was calculated to be 23.4,
then this would determine a combat loss of 23 men 60% of the time
and a loss of 24 men 40% of the time.
Armor Modifier Units with a nonzero Armor value have a reduction in
casualties from fire. For a unit with an Armor value of v, their
casualties as a result of fire are reduced by v * 10%. Thus a unit
with an Armor value of 2 has a 20% reduction in fire
casualties.
Pass Through Fire Normally fire against a stack of units in a hex
only affects a single target unit. However, when Infantry in Line
formation is fired upon by Artillery, all such units in the target
hex are affected by the fire. This represents the ability of
artillery fire to penetrate several lines of infantry. When the
Column Pass Through Fire Optional Rule is in effect, this rule also
applies to Infantry in Column formation.
Bridge Damage A Bridge that is not occupied can be fired upon by
Artillery and meleed against by Infantry and Cavalry. The purpose
of this is to provide a means for destroying bridges in the game.
The combat results from melees are only applied to the Bridge and
not the attacking forces. When the strength of the Bridge is
reduced below certain values, then the Bridge cannot be crossed.
See the section on Movement for more information about crossing
bridges and bridge repair.
Offensive Fire The purpose of the Offensive Fire is to allow units
to fire after movement. All fire modifiers and restrictions
described in the section on Defensive Fire apply to the Offensi
Fire a
ve s well.
Musket and Pike Users Manual
Offensive Fire Modifiers and Effects • Units which fire after
movement do so at half effectiveness. • Units which are Low On Ammo
cannot fire using Offensive Fire.
Units which do not fire using Offensive Fire, receive a 20% bonus
to the melee strength if they attack in the same turn.
Meleeing After possible movement and firing, the controlling player
may initiate melee attacks against enemy units in adjacent hexes.
In order for a unit to be committed to a melee attack, they must be
facing the defending hex.
How To Melee You commit your units to a Melee by attempting to move
them into a hex containing enemy units. You can take units from
multiple locations and add them to the same melee as long as they
are all adjacent to the defending hex. Once you have added all of
your attacking units, you resolve the Melee using the Resolve Melee
command of the Melee Menu, or the corresponding toolbar button.
Certain restrictions apply to units that are committed to a Melee
attack. Fixed and Routed units cannot Melee attack. Units must be
Facing the hex they are attacking. Infantry units cannot Melee
attack Cavalry. Artillery and Supply Wagons cannot Melee attack. A
unit cannot Melee attack a hex they could not legally move into (it
is not possible to Melee attack across a Creek hexside for
example). Except for Cavalry, units may only Melee attack once in
each Melee Phase or Turn. The total number and strength of the
attacking units may not exceed the stacking limitations of the
defending hex.
Melee Modifiers Melees are calculated using total number of men of
the attacking side and the total number of men of the defending.
Modifiers may be applied to the calculation of the defending
men.
• Each defending Artillery gun has a melee strength per gun given
by the Artillery Melee value in the Parameter Data.
26
The Basics
• Routed and Isolated units have their defending strength divided
by 2. However, units which are Routed and Isolated defend with a
strength of 0.
• Supply Wagons defend against melee with a strength of 0.
Modifiers are applied to the melee strengths.
• If a unit has a non-zero Melee value of m, then m*10% is added to
its melee strength.
• If no attacking units have fired in that player’s turn, then 20%
is added to the attacking strength.
• If there are defending units that have not fired in the current
turn, but the units are able to fire on the attacking units, then
20% is subtracted from the attacking strength.
• If the attacking units have a Leader with them, then 20% is added
to the attacking strength.
• If the defending units have a Leader with them, then 20% is added
to the defending strength.
• If the defending units are attacked (by a non-Leader) from a
hexside they are not facing, then 40% is added to the attacking
strength.
• The largest hexside modifier of all of the hexsides the attackers
are attacking through is applied to the attacking strength.
• Melee attacks against higher elevations have a modifier equal to
the elevation change (in elevation increments) times the Elevation
Modifier (see the Parameter Dialog for this value).
• Fatigue modifiers apply as described in the section on Fatigue. •
If the unit of lowest Quality on a given side has Quality of A or
more,
then that side receives a 20% bonus. If the unit of highest Quality
on a given side has Quality of E or less, then that side receives a
20% penalty.
• When the defending units are in a Chateau hex, the attacking
strength is reduced by 50%.
• Any attacking unit which is Disordered has its attacking strength
reduced to 1/3 of normal.
• Any defending units which is Disordered has its defending
strength reduced to 2/3 of normal.
• When units are carrying weapons that have no bayonets, as
indicated in the Parameter Dialog for that weapon, then their melee
strength is reduced to 1/3 of normal.
Cavalry Charge Rules Certain melees are considered to be Cavalry
Charges. When this occurs, the attacking strength of eligible
Cavalry is increased by a factor which is by
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Musket and Pike Users Manual
default 3. The specific factor used is determined by Parameter
Data. For a Cavalry Charge to occur, the following rules must
hold:
• The attacking Cavalry units must have moved using the Cavalry
Charge procedure.
• The melee attack must not be into Obstructed terrain or across
Obstructed hexsides.
• The defending units must not consist entirely of Infantry in
Block formation with Leaders and/or Cavalry. However, if only
Skirmishers, Artillery, and Supply Wagons occupy the defending hex
with Infantry in Block, then the charge is negated.
• The defending units must not consist entirely of Skirmishers and
Leaders in a Building hex.
• In the case of Irregular Cavalry units, the defending units must
contain at least one Skirmisher unit, Routed unit, or Artillery
unit.
Special Cavalry Rules The following rules apply just to Cavalry
engaged in melees. These rules are in addition to the Cavalry
Charge Rules.
• Cavalry cannot melee attack into Chateau hexes. • When Heavy
Cavalry melee attacks, its strength is increased by 25%.
Cavalry Melee Continuation When Charging Cavalry units win a Melee,
they have the opportunity to continue moving and meleeing for a
total of 3 additional hexes, by default. The maximum number of
times that Charging Cavalry can melee is determined by Parameter
Data. During this time they can move into empty hexes that they are
facing and they can melee additional enemy units,
including those that have already participated in a melee that
turn. Units th have received this bonus have the words "Can
Continue" shown in their unit
at
ox. b
Melee Resolution The final resolution of the melee is done using
the standard Combat Results. The adjusted defending strength is
used to calculate attacker casualties usin a Low Combat Value of 40
and a High Combat Value of 160. The adjust attacking strength is
used to calculate defender casualt
g ed
ies using a Low ombat Value of 20 and a High Combat Value of 100.
C
The default melee resolution is that the loser is the side with the
greater calculated casualties (defenders win ties). Note: these
calculated casualties
28
The Basics
may be different from the casualties reported to the player. This
difference is based on how the calculated casualties are
apportioned to the units involved in the melee. In general, the
actual losses that the player sees as a result of the melee will be
related to the casualties calculated internal to the main pro but
will not be exactly the same. So in some cases the player w
gram, ill see a
efender retreat when the attacker takes higher actual losses.
The e • nfantry in blocks can only win the melee if they
lee. •
re
g overrun, but allows overruns of enemy leaders and supply
wagons.
lee
ake a Morale heck at the end of the Phase or Turn if they lose the
melee.
high
f the attackers would be randomly determined between these wo
extremes.
unit with an Armor value of 2 will have a 20% reduction casualties
in melee.
d
r treat determination is then modified by several factors: Cavalry
that is charging i do not suffer casualties.
• Defenders in a Chateaux hex are not subject to retreating from a
me If the defenders in a melee do not lose the melee, then they
cannot suffer more casualties than the calculated number of
attacking losses. This rule is necessary because the calculated
number losses can exceed the strength of the attacking force.
• If the attacking force is eliminated by the melee, it cannot win
the mel Unless the Optional "No Retreat Overruns" rule is selected,
then th defenders are allowed to retreat into a hex containing only
enemy leaders, skirmishers, and/or supply wagons if that is the
only hex available for retreat. When this happens, the enemy units
in that hex a eliminated. The Optional "No Retreat Overruns" rule
prevents enemy skirmishers from bein
Melee fatigue losses are 50% more than normal and, in the case of
the me loser, fatigue losses are double. The melee defender is
subject to normal Morale Checks based on their losses and must
automatically t C Example: Suppose an infantry unit of 450 men
melee attacks an enemy infantry unit of 230 men. Two combat results
are determined. The attackers would determine a low end casualty
value of 9 (= 20 * 450 / 1000) and a end casualty value of 45 (=
100 * 450 / 1000). The casualty loss of the defenders would be
randomly determined between these two extremes. Likewise, the
defenders would determine a low end casualty value of 9.2 (= 40 *
230 / 1000) and a high end casualty value of 36.8 (= 160 * 230 /
1000). The casualty loss o t
Armor Modifier Units which have a nonzero Armor value have their
casualties reduced in Melee. Given an Armor value of v, the unit
will have their casualties reduced v * 10%. For example, a in
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Musket and Pike Users Manual
Special Skirmisher Resolution When Skirmishers are defending in
melee against non-Skirmisher attackers, they take losses which are
1/5 of the normal value, but always retreat. If their attackers
also consist of Skirmishers, then the attackers take 1/5 normal
losses, but the retreat resolution is calculated normally. These
special Skirmisher rules only apply when there is no more than 1/8
of the maximum stacking limit in the defending hex, or respectively
in the total number of attackers.
Bridge Damage A Bridge that is not occupied can be fired upon by
Artillery and meleed against by Infantry and Cavalry. The purpose
of this is to provide a means for destroying bridges in the game.
The combat results from melees are only applied to the Bridge and
not the attacking forces. When the strength of the Bridge is
reduced to 0, then the Bridge cannot be crossed. To melee a Bridge
hex, first select it, then pull down the Melee menu and select
Begin Melee. Then select the attacking units and pull down the
Melee menu and select Add to Melee. Resolve the melee using the
normal procedure - either via the Melee menu or the Resolve Melee
button on the toolbar. It is possible to repair Bridges in the game
using Pioneers (see the Movement section under Bridge
Repair).
30
Main Features
Command Command refers to the influence leaders have over the state
of the forces under their command. Good use of Command will result
in units being better able to move and fight, while Command
failures will result in reduced capabilities. Each Leader is
assigned a default Command Rating ranging from A (best) to F
(worst). This rating can be affected in a positive way by th
Leader’s commander (if he has one) provided the Leader is not
Detached. At the beginning of each player’s Movement Phase, a
Command Test is performed for all leaders currently on the map. The
Command Test begins with the highest commanding leaders on the map
and proceeds downward through the command hierarchy. Each Leader’s
Command rating is translated into a number by converting A to 6, B
to 5, and so on down to F to 1. This number if compared to a random
die roll from 1 to 6. If the Leader’s number is greater than or
equal to the die roll, the Leader has passed the Command Test for
that turn. A Leader that has failed his Command Test will have his
Command rating displayed in Yellow in the Hex Info Area (see the
Main Program Help File ). A Leader which passes his Command Test
will pass a +1 Command Bonus modifier down to the Command ratings
of his subordinate commanders (except to Detached Brigade Leaders).
If a Leader receives a Command Bonus from his superior and passes
his Command Test, his Command rating will be recorded as the higher
number for that turn. For example, a Division leader with a nominal
Command rating of C which receives a +1 Command Bonus from his
superior and passes his Command Test, will have a Command rating
for that turn of B. In addition, a Leader which passes his Command
Test will pass a Command Bonus down to his subordinates which is
one more than the Command Bonus he received. A Leader which fails
his Command Test passes no Command Bonus to his subordinates
regardless of any Command Bonus he had received.
e
Here is an example. Suppose the command hierarchy at a battle
consisted of
• Army commander: Leader 1. Command Rating of A (=6). • Corps
commander: Leader 2. Command Rating of C (=4). • Division
commander: Leader 3. Command Rating of D (=3). • Brigade commander:
Leader 4. Command Rating of E (=2).
The Command Test begins with Leader 1 whose number for the Command
Test is 6. Thus under normal circumstances, Leader 1 passes his
Command
31
Musket and Pike Users Manual
Test this turn. Leader 1 passes a Command Bonus of 1 to Leader 2
which gives Leader 2 a number of 5 (= 4 + 1) for his Command Test.
Suppose that the die roll is 4 and thus Leader 2 passes his Command
Test giving him a Command Rating of B for this turn. Leader 2
passes a Command Bonus of 2 to Leader 3 which gives Leader 3 a
number of 5 for this turn. If the die roll is 5 or less, then
Leader 3 will pass his Command Test this turn and will pass a
Command Bonus of 3 to Leader 4 which gives Leader 4 a number of 5
(= 2 + 3) for his Command Test. Suppose that the die roll is 6 and
thus Leader 4 fails his Command Test and keeps his nominal Command
Rating of E for this turn.
Recovery From Disorder After all Leaders have been through the
Command Test, they are used to determine if Disordered units become
un-Disordered that turn. A Detached unit is given a value of 1 for
the Test for Disorder Recovery. A non-Detached unit whose Leader
has passed his Command Test is given a value of 1 plus the current
numerical Command Rating of his commander. A non-Detached unit
whose Leader has failed his Command Test is given a value of 1. If
a random die roll is less than or equal to this value, then the
unit becomes un- Disordered.
Skirmisher Rule In addition to the normal test, Disordered
Skirmisher units of non-Light, non- Guard units are only eligible
to recover from Disorder if they are within 5 hexes of their parent
unit.
Night Turns During Night turns, all Leaders and units have a
Command value one less than normal. Thus, a Leader with a Command
Rating of A would have a numerical rating of 5 during Night turns
and a Detached unit would have a value of 0 in the Test for
Disorder Recovery (and thus be unable to become
un-Disordered).
Morale Morale refers to the mental state of the fighting units and
the effect leaders have on restoring that state in the forces under
their command. Units with good Morale and with inspiring leaders
will fight better than units with low Morale or uninspiring
leaders. Often a smaller force can overwhelm a larger one if
it
has
32
Main Features
superior Each unit is assigned a Quality value ranging from A+++
(best) to F (worst). This Quality value is the basis for
determining the unit’s current Morale. Each Leader is assigned a
Leadership value ranging from A (best) to F (worst). This
Leadership value determines the extent the leader will be able to
affect the Morale of the units under his command. When a unit
suffers casualties due to combat, it may be subject to a Morale
Check. This determination is based on a random number R from 0 to
1, the number of casualties taken C, and the strength of the unit
S. A base strength B is calculated as
Morale.
B = S / 10
If the base strength is less than 25, it is made equal to 25
(affecting units whose strength is less than 250 men). The Morale
Check is then triggered when
R < L / (L + B)
For example, when a unit with 500 men takes a 25 man loss, the
probability that it will take a Morale Check is 1/3, equal to 25 /
(25 + 50). In addition, units with Fatigue level 900 (Maximum
Fatigue) that take a Fatigue loss also are required to take a
Morale Check. A unit which takes a Morale Check will become
Disordered if it passes the Morale Check or Routed if it fails. The
Quality value of the unit is used as the base value for Morale by
converting A+++ to 9, A++ to 8, A+ to 7, A to 6, B to 5, and so on
to F to 1. Modifiers are applied to this base Morale to obtain the
final Morale value for the Morale Check.
• If the unit is stacked with a Leader, then 1 is added to the
Morale. • If the unit is Low On Ammo or Out Of Ammo, then 1 is
subtracted from
the Morale. • If it is a Night turn, then 2 is subtracted from the
Morale. • If the unit has Medium Fatigue, then 1 is subtracted from
the Morale. • If the unit has High Fatigue, then 2 is subtracted
from the Morale. • If the unit has been fired upon Enfilade, then 2
is subtracted from the
Morale. • If the unit is Disordered, then 1 is subtracted from the
Morale. • Skirmishers have 1 subtracted from the Morale.
The resulting Morale value is compared with a random Die Roll from
1 to 6, and if the Die Roll exceeds the Morale value, then the unit
fails the Morale Check. A unit that fails the Morale Check during
Defensive Fire becomes Disordered, while a unit that fails the
Morale Check during any other situation becomes Routed. If a Routed
unit fails the Morale Check, it stays Routed, but also loses a
number of men based on the amount the Die Roll exceeds the
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Musket and Pike Users Manual
Morale, times 25 for Infantry and Cavalry, which is reported as
lost stragglers. Unlimbered Artillery is not subject to routing.
When a unit routs, all units in the same hex as the unit and all
units in adjacent hexes to the unit must also take a Morale Check.
If any units in adjacent hexes fail the Morale Check, then this
process is carried over into hexes adjacent to those hexes.
Recovery From Rout At the beginning of a player’s turn, Rally
Checks are performed on Routed units to see if they Rally. Routed
units which Rally become Disordered and are eligible to become
un-Disordered starting with the next turn. Again the Quality of the
unit is the base value for Morale for the Rally Check. These
Modifiers are applied to this value to result in the final Morale
value.
• If the unit is stacked with a Leader of the same organization or
a higher organization as the unit and if the Leadership rating of
the Leader is higher than the Morale value, the Morale value is set
equal to that rating. If the Leadership rating is already equal to
the Morale value, then 1 is added to the Morale value.
• If it is a Night turn, then the Morale value of the unit is
divided by 2 with fractions rounded up (for example 5 becomes
3).
• If it is a Day turn, then the Morale value may be affected by
Corps and Army Leaders in adjacent hexes using the same process for
Leaders in the same hex.
A random Die Roll from 1 to 6 is compared with the resulting Morale
value, and if the Die Roll is less than the Morale value, the unit
becomes un-Routed.
Skirmisher Rule In addition to the normal test, Routed Skirmisher
units of non-Light, non-Guard, non-Independentc units are only
eligible to recover from Rout if they are within 5 hexes of their
parent unit.
Fatigue Fatigue refers to the detrimental effects combat has on the
physical condition of the fighting units. Fatigue values range from
0 (none) to 900 (highest). Within this range, they are further
divided into Low Fatigue (0 to 299), Medium Fatigue
34
Main Features
(300 to 599), and High Fatigue (600 or higher). Leaders do not
suffer from Fatigue. Fatigue values represent the Combat Fatigue of
the unit and are not intended to represent the simple physical
fatigue of being winded. When units are fired upon, they may suffer
a Fatigue loss as a result. Furthermore, units participating in
Melee also suffer Fatigue losses as a result of combat. Units with
a Fatigue level of 900 cannot have their Fatigue value increased
further, but whenever a Fatigue loss is suffered by such a unit,
they must take a Morale Check at the end of the Phase. If a unit
has Medium Fatigue, then
• 1 is subtracted from its Morale value during Morale Checks. • 10%
is subtracted from the melee strength when the unit participates
in
a Melee attack. • 10% is subtracted from its fire value when the
unit fires.
If a unit has High Fatigue, then
• 2 is subtracted from its Morale value during Morale Checks. • 20%
is subtracted from the melee strength when the unit participates
in
a Melee attack. • 20% is subtracted from its fire value when the
unit fires.
If a unit has Maximum Fatigue, then
• 40% is subtracted from the melee strength when the unit
participates in a melee attack.
• 40% is subtracted from its fire value when the unit fires.
Recovering Fatigue A unit may be eligible to recover Fatigue at the
beginning of a player’s Turn provided it has not Moved, Fire,
participated in Melee, or been Fired upon with any effect from the
time of the player’s previous Turn. For each such unit a random
value from 0 to twice the applicable recovery rate, determined by
Parameter Data associated with the current battle, is subtracted
from the unit’s Fatigue value. See the Parameter Data Dialog in the
Main Program Help File for the recovery rate values.
Supply Supply refers to the ammunition that units have available to
fire during the battle. A unit may become Low On Ammo or Out Of
Ammo during the battle reducing or eliminating their ability to
fire their weapons. Supply Wagons are used to maintain supply
35
Musket and Pike Users Manual
levels for the forces on the map. Each unit of strength of a Supply
Wagon represents enough ammunition to resupply 10 men. Each time an
Infantry unit fires, there is a certain probability that this will
result in a reduction in the unit’s ammunition level. The ability
for Artillery units to fire is based on the Ammo Level for their
side. If the Isolation Effects Optional Rule (see the Main Program
Help Fil ) is being used, then Artillery units can also become Low
or Out Of Ammo when Isolated. The probability chance that a unit
will suffer a loss of ammo while firing is determined by Parameter
Data. This probability is halved when the unit is firing Defensive
Fire under the control of the computer. A unit that is Out Of Ammo
cannot fire again until it is resupplied. A unit that is Low On
Ammo can only fire during the Defensive Phase. Being Low or Out Of
Ammo affects the Morale of the unit. Units can become resupplied at
the beginning of the player’s Turn provided they are not Routed and
they can trace a path no longer than 5 hexes long which does not go
through enemy units or empty hexes in their Zone-Of- Control to a
friendly Supply Wagon. This resupply will reduce the Strength of
the Supply Wagon by 1 unit for every 10 men in the Unit. Supply
Wagons that are reduced to a Strength of 0 are automatically
removed from the map.
Supply Sources In a scenario, there may be one or more Supply
Sources for a given side. These are used for the optional Isolation
rules (see below) to determine if units of that side are Isolated.
Supply Sources are only valid if they are not occupied by enemy
units, but if those enemy units are eliminated or displaced, then
the Supply Source becomes valid again. Supply Sources cannot be
destroyed and are never used up.
Isolation Isolation is an Optional Rule that can be used to
simulate the effects of units being surrounded and cut off. Under
this rule, if a unit cannot trace a line of hexes free of enemy
units or their Zone-of-Controls to either the edge of the map or a
friendly Supply Source, then they are considered Isolated. When a
unit is Isolated, the following effects apply:
• Isolated units to have their strength divided by 2 when defending
in a melee.
• Isolated leaders receive no benefit from their commanders during
command checks.
• When an Isolated Artillery unit fires, it may become Low or
Out-Of- Ammo. The Artillery unit will become resupplied when it
becomes non- Isolated, unless the Artillery supply level for its
side is zero.
36
Main Features
Combat Results A common combat results calculation is used for both
fire and melee results. The combat results calculation is based on
four parameters: a combat value, a modifier, a Low Combat Value
(LCV) and a High Combat Value (HCV). For fire combat, the combat
value is the adjusted fire value of the firing units. For melee
combat, the combat value is the adjusted strength of the opposing
side. The given modifiers are applied to the given combat value to
arrive at the effective combat value. The Low Combat Value and High
Combat Value are the extreme possible casualties resulting from a
base-line combat value of 1000. The effective combat value is used
to scale these accordingly resulting and high possible casualties.
Finally a random value is selected between the
in low
w and high casualty values to arrive at the final combat
result.
lue y
of the time his is rounded down to 3 and 70% of the time is rounded
up to 4.
lt 0% that a one gun loss would occur, assuming an
rtillery Fire value of 50.
random values between the casualty value nd 3 times the casualty
value.
, they are determined based on a probability using the given
los
lo For example, given a combat value of 400, a modifier of 25%, a
Low Combat Value of 5 and a High Combat Value of 25, the effective
combat value would be 500 (= 400 + 25%). This would be ½ of the
base-line combat value of 1000. Thus the low casualty value would
be 2.5 (= 5 / 2) and the high casualty va would be 12.5 (= 25 / 2).
The resulting casualty value would be randoml generated between 2.5
and 12.5 for this combat. Finally, based on the fractional part of
the casualty value, it is randomly rounded up or down. For example,
if the casualty value was calculated to be 3.7, then 30% t
Artillery losses resulting from enemy artillery and infantry fire
is calculated on the basis of 1 gun equal to the Artillery Fire
Parameter Data value. Combat losses less than this value result in
a probability of a 1 gun loss proportional to the value. Thus a
combat loss of 5 men applied to an artillery unit would resu in a
probability of 5/50 = 1 A Fatigue results are calculated as a When
Morale Checks are applicable
s as: loss / (loss + base)
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Musket and Pike Users Manual
where base = strength-of-unit / 10 but limited to be no lower than
25. Thus a unit of 250 men that takes a loss of 25 men has a 50%
chance of requiring a morale check and a unit of 1000 men that
takes a loss of 25 men as an 20% chance of requiring a morale
check.
n for
ca
ather
are
errain.
iated
• y negative, that
• ntage modifier that affects Artillery fire at
ying that Cavalry Charges are not possible under this weather
condition.
h When the optional rule Alternative Calculation of combat results
is chose fire or melee results (see the Main Program Help File ),
then the resulting casualty value is based on the average of two
default casualty calculation This produces values which are more
likely to be in
sualty interval rather than uniformly distributed.
Weather and Conditions There are two ways that we and ground
conditions are implemented in the game. The first way is through
the use of ground Conditions. There are three ground Conditions:
Normal, Snow, and Frozen. Under Frozen conditions, streams and
rivers frozen and can be crossed as though they were clear t Ground
Conditions are established by the scenario designer on a
per-scenario basis and do not change throughout the playing of a
scenario. Weather can vary though a scenario and change at certain
times specified in the Parameter Data. Each Weather state has a
descriptive name assoc with it such as Mud, Soft, Foggy, etc. Each
Weather state has several
ameters associated with it that affect the normal parameter data
such as: Visibility – the maxim signifies no change. Movem costs.
Attacker Modifier – a percentage modifier, usuall modifies the
normal value of attackers in melees. Artillery Modifier – a perce
ranges of at least 5 hexes.
A Weather state can have a flag associated with it signif
38
Additional Features
The Campaign Game The Campaign Game links together individual
battles and their outcomes to form a complete campaign. To being or
continue a campaign game, run the Campaign Front End from the
program group of the game. A campaign consists of a series of
Situations. Each Situation presents both sides in the campaign with
a list of possible Choices. Based on the selections made among
these choices, a particular Battle will be fought by the two sides.
Depending on the Outcome of the battle, the campaign will branch to
another Situation in the campaign, or possibly to the campaign
Conclusion.
The Campaign Front End begins by asking you if you want to start a
new campaign or continue an existing one. Of course, the first time
you run the Front End, you’ll select that you want to start a new
campaign. Depending on the game, here may be one or more campaign
games included. In addition, you can create new campaigns by using
the Campaign Editor. When you start a new campaign, you will be
asked to specify a filename for the campaign. Note that campaigns
are stored in files with the extension cpf. You should use a name
that is descriptive of the campaign so that you can have several
campaigns going at one time and keep track of them.
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Musket and Pike Users Manual
When you start a new campaign, you will be prompted by the
Situation Dialog to pick the side you want to play and other
settings. There are three possible Modes you can select. If you
select A/I (Conservative) then you will play against the computer
and the computer will be making optimal choices during the
campaign. If you select A/I (Reckless), you will also be playing
against the computer, but in this case, the computer will be making
random choices during the campaign. Often this results in more
interesting results, although not necessarily the most competitive
play. If you select Play-By-E-Mail, then you can play the campaign
against a human opponent using e-mail to send the turns back and
forth. During the campaign, you normally will be transferred to the
Main Program to fight battles. The victory outcome of these battles
will determine the next situation you encounter in the campaign. If
you select Use Expected Values, then instead of fighting each
battle using the Main Program, an average victory outcome will be
used to immediately branch to the next situation in the campaign.
You will use this option, when you want to very quickly jump from
situation to situation in the campaign without having to fight each
battle in detail. Finally, you can select from a list of situations
in the campaign. Normally you will select the first situation, as
this is the starting point for the campaign, but you also have the
option of selecting an intermediate one if you wish to start the
campaign somewhere in the middle.
40
Additional Features
Each campaign begins with an overview. This overview will describe
the campaign setting and displays a map of the area over which the
campaign will be fought. When a campaign game is played by two
human players, both players get to see this screen.
At the beginning of each Situation, a screen is displayed
identifying the Situation, showing the various forces involved, and
describing the Situation. Both sides of the campaign get to see
this screen.
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Musket and Pike Users Manual
The Decision screen is where you make your choice about how to
conduct the campaign. You will be given a list of choices at the
top of the screen. As you click on each choice, a description of
that choice is displayed and the map is updated to illustrate that
choice. You should keep in mind that in general, no situation has a
"best" choice. The best choice will be determined by the
corresponding choice made by your opponent, something you won’t
know until both sides have decided. So you should weigh the
possible outcomes you feel are associated with each choice, and
decide which one you wish to pursue in that situation. Note that
each side in the campaign sees a different screen at this point.
Each side only sees the choices for their side and will be unaware
of the choice made by the other side.
Once both sides have made their choices, the resulting battle is
determined and each side will get a message describing the battle.
When Use Expected Values is selected, this message will have a
Cancel button in addition to an OK button. If you select the OK
button, then the Expected Value of the battle will be used to
determine the campaign branching. If you select the Cancel button,
then the game will transition to the Main Program so that the
current battle can be fought in detail.
42
Additional Features
In general, each battle outcome will cause the campaign to branch
to the next Situation in the campaign. However, depending on the
outcome and the Situation, the campaign will eventually branch to a
terminating situation. Here, the overall outcome of the campaign is
determined and described. When you play a campaign using
Play-By-E-Mail, then you will receive messages at various times
indicating that the campaign file is ready to be e- mailed to your
opponent. You should mail your opponent the cpf file containing the
campaign at this point. Note that this single file contains all
information associated with your game and that no other files need
be included. Summary of Campaign Play Modes
There are a wide variety of ways that campaigns can be played. For
the briefest possible campaign, play against the computer (A/I play
mode) and select "Use Expected Values". In this way, a complete
campaign can be completed in a manner of minutes. For a longer game
and more detail, select "Use Expected Values", but then select a
battle to fight in detail by selecting Cancel when the encounter
message is displayed. The time required to finish the battle can by
varied by choosing Manual or Automatic play mode within the battle
itself. In this way, a complete campaign can be completed in an
hour or so. Then, for a longer campaign, skip the "Use Expected
Values" option and play each battle in detail and in Manual mode.
This type of campaign will require a couple of hours to complete.
Next, you can play a campaign using Play-By-E-Mail. Note that you
can choose the "Use Expected Values" option when playing under PBEM
if you just want to see how your campaign choices play out against
a real opponent. This approach would require a day or more to
complete a campaign. Again, you can choose the "Use Expected
Values"
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Musket and Pike Users Manual
option, but then Cancel this option at the time of a battle to play
out the battle in detail. In this way, a PBEM campaign would be
about the same length of time as a normal PBEM battle if you
selected a single campaign battle to play in detail. Finally, to
get the longest possible campaign, you would skip the "Use Expected
Values" option which could result in a campaign lasting a very long
time. In summary, a campaign can be played in a manner of minutes,
days, or even years in the extreme cases.
Network Play This section describes the details associated with
multi-player Network Play. Microsoft’s Direct Play is used for this
purpose. The TCP/IP protocol is used to connect the computers being
used. If you are using a firewall to connect to the Internet, you
must configure it before you can connect using Direct Play.
Information on how to do this can be found in this Microsoft
technical article: DirectX: Ports Required to Play on a
Network.
The Player Dialog is displayed so that each player can specify
their name and to specify if they want to be on the same side as
the Host player or the opposing side.
The Caller will be prompted to enter the IP Address of the Host
computer. The Host player must determine their IP Address and
communicate this to the other players. One way for the Host player
to determine their IP Address is to perform the following
steps:
• Click on Start, then Run, and enter cmd. • In the window that
opens, enter ipconfig.
44
Once a connection has been established, the Comm Dialog will appear
and allow both players to communicate with each other. You can type
messages in the area at the bottom of the Comm Dialog and press
Return to send them. All messages are displayed in the top area of
the Comm Dialog prefaced by the name of the player sending the
message. In Multi-Player Network Play games, you can limit the
sending of the message to players of your side, by selecting the
option at the bottom of the Comm Dialog.
If you are the first Caller of the opposing side, you will be
prompted to specify an Encryption Key to be used to encrypt the
battle file on the Host computer. This encryption will prevent your
opponent from trying to access the battle file in your absence. Be
sure to remember your Encryption Key and specify it exactly the
next time you open an existing battle or else a read error will
occur. If you trust your opponent, it is OK to leave the Encryption
Key blank. Multi-Player
In general, both sides of a Network game can have more than one
person assigned to them. The Host player and the first player to
connect playing the opposing side, will be the Commander for their
respective sides. By default, the Commanders control all units for
their side. Additional players on each side can be assigned
commands by the Commander. Each player can only move and fire units
under their command. The Multi-Player Dialog described in the Main
Program Help File describes the actions used to assign commands to
players and to manage Multi-Player features.
Play By E-Mail This section describes the details associated with
Play-By-E-Mail (PBEM). PBEM is initiated either from the Campaign
front-end or through the Play-By-E- Mail option of the Modes Menu
(see the Main Program Help File ).
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Musket and Pike Users Manual
When a game is started under the PBEM option, the player starting
the battle will be prompted with the New Scenario Dialog (see the
Main Program Help File ) to select the side they wish to play, the
Fog of War option, any change to the Advantage value, and Optional
Rules. When control of the game passes to the opposing player, the
main program will save the PBEM game in a file with extension bte
and notify the player that the file can now be E-mailed to their
opponent. The player should send the bte file either Zipped up or
as an attachment in an E-mail. When the other player receives the
E-mail, it is essential that they copy the bte file into the
appropriate game folder. By default, this game folder is
"C:\Program Files\HPS Simulations\name" where "name" is the name of
the game, but this can be changed during installation. Once the bte
is copied, the player can start PBEM mode either from the File
Selection Dialog (see the Main Program Help File ), or through the
PBEM option of the Modes Menu (see the Main Program Help File
).
When the player opens the PBEM file, they will be prompted to view
the battle replay. If they notice that the replay is not for the
opposing side, they have opened their own PBEM file in error and
should immediately
select Cancel. Otherwise, they can select Yes or No to either view
the replay or advance directly to their turn.
During the battle replay, combat results are reported in a dialog.
Select OK to close the dialog and continue normally. If you select
Cancel, the replay will continue but no subsequent combat results
will be reported. Pressing the Escape (Esc) key will terminate the
replay.
When a PBEM battle is saved with the PBEM Encryption Option enabled
(see the Settings Menu in the Main Program Help File ) or if the
file has already been encrypted by the opposing player, then the
player will be prompted for an Encryption Key. On subsequent turns,
the identical key must be entered by the player in order to read
the file. Note that a PBEM battle can be encrypted even after play
has begun, but once encrypted, it cannot be converted back into an
un-encrypted form.
46
Additional Features
Credits Publisher: Scott Hamilton Developer: John Tiller Artist:
Joseph Amoral Uniform Graphics: Mark Adams Background Music: Daniel
Lee Video and User Manual Images: Julia Tiller Contact Information:
http://www.hpssims.com or 408-554-8381
The Renaissance Game Coordinator: Rich Hamilton Scenario Designer:
Rich White Scenario Maps: Rich White, Atle Jenssen Playtesters:
Steve Trauth, Kevin Killeen, Doug Fuller, Andrew Moss, Gary
McClellan, Ken Miller
Cavalry Overruns
Uncrewed Artillery
Defensive Fire
Indirect Fire
Firing Fire Modifiers
Target Fire Modifiers
Meleeing